Need help with a Great Weapon Class Build


Advice


We are starting at level 1 and may make it as far as 3. Figured the party could use a melee character that can wade into the front lines. Willing to try any class that can wield two-handed weapons as long as it's not too complicated to run. Just need help setting it up.


Weapon Master Fighter
1. Power Attack
1. Furious Focus
2. Improved Initiative
3. Iron Will

That should be pretty simple and effective.

Human Freebooter Ranger
1. Power Attack
1. Furious Focus
2. Dazzling Display or Imp. Dirty Trick
3. Improved Initiative

More skills, and offers more to help the party... a little more involved to play, though.

Slayer is a solid choice if you don't consider Studied Target too complicated to run.

Silver Crusade

For weapon master fighter, go human and drop 2 pts into your Int. This way you get 4-5 skills per level. Which Is plenty.

human Barbarian 2 (armored hulk)fighter 1
1- Power attack, Intimidating Prowess, Hurtful
3- weapon focus/extra rage power

Is another option, take intimidating glare rage power, you can make two attacks a round now. (move action intimidate+hurtful, standard action attack)


I’d go Unchained Barbarian and a reach weapon, probably Lucerne Hammer.

Superstition is a decent Rage Power at 2 etc. But at low levels using Reach Weapons for extra attacks is definitely one of the stronger directions to go.


rorek55 wrote:

For weapon master fighter, go human and drop 2 pts into your Int. This way you get 4-5 skills per level. Which Is plenty.

human Barbarian 2 (armored hulk)fighter 1
1- Power attack, Intimidating Prowess, Hurtful
3- weapon focus/extra rage power

Is another option, take intimidating glare rage power, you can make two attacks a round now. (move action intimidate+hurtful, standard action attack)

Loving the barbarian.


Just because its an unusual choice:

Medium (champion spirit). Free proficiency with a 3d6 butchering Axe or any reach weapon you want, spirit bonus puts you in line with fighter bab at 1st level, seance boon gives you a free +2 to damage (basically a free weapon specialisation at 1st level, but for all weapons). Spirit surge means even your unlucky attack rolls can hit by adding 1d6. Its a nice neat package. Not complicated to run, just do your spooky seance while you wait for the others to prep their spells each day.

Otherwise:

In terms of power any class that starts with a n animal companion is strong early game. Especially if the companion is a dinosaur or a horse/camel.

Gendarme Cavalier
can qualify for spirited charge at 1st level, which is very good. Go high strength and enjoy your lance attacks dealing a sickening x3 damage.

If you dont want the hassle of relying on being mounted, the Hunter class is very appealing, with many good archetypes. They lose 1 bab but their companion is formidable. Especially if you're a race that can grant them +2 str as a racial trait. You'd essentially be two frontline characters in one early on.

Finally, Elemental Bloodrager is a barbarian that gets an extra 1d6 damage at first level. Not much else to say (others have posted barbarian builds).

To be honest at early levels the only big difference between you and the back liners will be things like animal companions and your feat choices. Class matters little beyond that until later when the class features ramp up. You could just as easily be a frontline cleric, druid, dex oracle etc so long as you max your AC. As you level up AC becomes less important and HP becomes king. Until that happens you can be effective as just about anything providing you wear the appropriate armor and have the right attributes raised.

You might be tempted to go for unchained monk for the extra attack, but dont. Generally you'll be moving and making one attack or charging, which is why the others work better. Unchained monks only really get to make full use of flurry when they get flying kick.


Ohnomytoast! wrote:

Just because its an unusual choice:

Medium (champion spirit). Free proficiency with a 3d6 butchering Axe or any reach weapon you want, spirit bonus puts you in line with fighter bab at 1st level, seance boon gives you a free +2 to damage (basically a free weapon specialisation at 1st level, but for all weapons). Spirit surge means even your unlucky attack rolls can hit by adding 1d6. Its a nice neat package. Not complicated to run, just do your spooky seance while you wait for the others to prep their spells each day.

Otherwise:

In terms of power any class that starts with a n animal companion is strong early game. Especially if the companion is a dinosaur or a horse/camel.

Gendarme Cavalier
can qualify for spirited charge at 1st level, which is very good. Go high strength and enjoy your lance attacks dealing a sickening x3 damage.

If you dont want the hassle of relying on being mounted, the Hunter class is very appealing, with many good archetypes. They lose 1 bab but their companion is formidable. Especially if you're a race that can grant them +2 str as a racial trait. You'd essentially be two frontline characters in one early on.

Finally, Elemental Bloodrager is a barbarian that gets an extra 1d6 damage at first level. Not much else to say (others have posted barbarian builds).

To be honest at early levels the only big difference between you and the back liners will be things like animal companions and your feat choices. Class matters little beyond that until later when the class features ramp up. You could just as easily be a frontline cleric, druid, dex oracle etc so long as you max your AC. As you level up AC becomes less important and HP becomes king. Until that happens you can be effective as just about anything providing you wear the appropriate armor and have the right attributes raised.

You might be tempted to go for unchained monk for the extra attack, but dont. Generally you'll be moving and making one attack or charging, which is why the others...

While I sincerely appreciate the research and detail you went into, and checking them out myself, none of those really appeal to me. But many thanks for showing me options that I did not know were out there.

@rorek55 How would Unchained Barbarian work with that build?
Although, if I take Fighter at 1, and Barbarian at 2, I wouldn't get the rage stance until level 3.


magnaangemon01 wrote:
While I sincerely appreciate the research and detail you went into, and checking them out myself, none of those really appeal to me. But many thanks for showing me options that I did not know were out there.

No research required, I've just made a lot of builds in the past.

magnaangemon01 wrote:
@rorek55 How would Unchained Barbarian work with that build?

Jumping in here, Unchained Barbarian is nearly indistinguishable from chained at low levels with the main thing you'll notice being slightly less damage than chained when using a two handed weapon and that your hit points from rage are lost first, which is good for staying alive/conscious. You would also lose out on +2 intimidate when using intimidating prowess.

magnaangemon01 wrote:
Although, if I take Fighter at 1, and Barbarian at 2, I wouldn't get the rage stance until level 3.

There are trade offs for any build, that being said the benefit of "dipping" to grab features, especially when you know you wont reach higher levels, is tempting. Theres no reason to limit yourself to just two classes either, it just depends how cheesy you are comfortable with being. I realise that's not particularly helpful for helping you decide what character you want to play though. :)


Another thing I thought of is that I would have to take Barbarian at level 1 for the character to "work" correctly. It wouldn't make sense that at level 2, I'm suddenly an Armored Hulk Barbarian, meaning the character would not work right until level 2.

Ugh. I hate low level characters.

Silver Crusade

here-

Armored hulk (unchained barbarian) 2

1- power attack, hurtful
2(rage power) intimidating Glare

If you can convince the GM to allow strength for charisma, all the better. Otherwise, you just have to hope the class skill bonus is enough. If you can't the other option is-

1- Intimidating Prowess, Hurtful
2(rage power) intimidating glare.

Then at level 3 take a fighter dip for two feats.


rorek55 wrote:

here-

Armored hulk (unchained barbarian) 2

1- power attack, hurtful
2(rage power) intimidating Glare

If you can convince the GM to allow strength for charisma, all the better. Otherwise, you just have to hope the class skill bonus is enough. If you can't the other option is-

1- Intimidating Prowess, Hurtful
2(rage power) intimidating glare.

Then at level 3 take a fighter dip for two feats.

That works. I'd probably do the Prowess and Hurtful first. Power Attack is good, but by level 3, the penalty wouldn't hurt as much. With it, I could take Weapon Focus or Furious Focus.

My weapon would have to be the Greatsword and maybe later, if we happen to go past level 3, take Exotic Weapon Proficiency and switch to the Butchering Axe.

Silver Crusade

I would recommend dipping weapon master for the fighter that way if the game goes on you can go 3 levels for weapon training, this getting access to advanced weapon training.


rorek55 wrote:
I would recommend dipping weapon master for the fighter that way if the game goes on you can go 3 levels for weapon training, this getting access to advanced weapon training.

So if we do go beyond 3, 11 levels of Weapon Master Fighter and the rest Armored Hulk Barbarian?

I'm thinking maybe 5-7 levels of Rogue (Chained or Unchained) for Sneak Attack since I'll be intimidating so much. Shatter Defenses would work so well with this build.

Silver Crusade

If you are unchained barbarian you actually want to level as the barbarian since a lot of their rage powers advance based on their barbarian levels.

In that case I'd suggest 3WM/X unchained barbarian.

If you are regular barbarian then your proposed leveling works fine.

I would caution against unrogue, and if you did dip I would suggest 4 levels max, and to use the ?thug? Archetype so you can forgo 1d6 sneak attack to sicken those you hit.


A little different idea...

Be a Halfling Disciple of the Pike Cavalier.

Take the Underfoot alternative racial feature for a +1 Dodge bonus against larger enemies (pretty much everyone).

Disciple of the Pike has a class feature called Bigget They Are, giving you a scaling Dodge bonus against enemies larger than yourself (pretty much everyone).

Dodge bonuses stack.

With a reach weapon, Combat Reflexes, and Bodyguard, you could be quite Helpful... especially with the racial trait available to Halflings called Helpful.


If the campaign was to last past level 3, I would highly recommend taking another look at Medium...

Weapon Master Fighter 1-3;
Weapon Training +1/+1 static bonus.

Medium 4+;
Scaling Spirit bonus, and virtually full BAB. Good Will save and new skills, oh yeah, and magics.

Dueling Gloves increase your Weapon Training bonus to a static +3/+3.

With the Spirit Focus feat bumping your Spirit's static bonus, and Spirit-Bonded armor enchantment increasing it, yet again.

So many static bonuses...


VoodistMonk wrote:

If the campaign was to last past level 3, I would highly recommend taking another look at Medium...

Weapon Master Fighter 1-3;
Weapon Training +1/+1 static bonus.

Medium 4+;
Scaling Spirit bonus, and virtually full BAB. Good Will save and new skills, oh yeah, and magics.

Dueling Gloves increase your Weapon Training bonus to a static +3/+3.

With the Spirit Focus feat bumping your Spirit's static bonus, and Spirit-Bonded armor enchantment increasing it, yet again.

So many static bonuses...

I'll have to take a closer look at some point.

rorek55 wrote:
In that case I'd suggest 3WM/X unchained barbarian.

Well you did say Weapon Training 3 which is at level 11. 3,7,11

Silver Crusade

apologies I said weapon master 3, which gives weapon training at level 3.

Medium is meh because you cannot guarantee you will be getting the spirits you want.


rorek55 wrote:
apologies I said weapon master 3, which gives weapon training at level 3.

Ah. I misread that.

Silver Crusade

occultist can make a pretty good martially inclined character as well.


rorek55 wrote:
occultist can make a pretty good martially inclined character as well.

I usually mostly play Fighter, Barbarian, Paladin, or Rogue characters in that order. The other classes I don't really know much about. Especially damage wise


rorek55 wrote:
Medium is meh because you cannot guarantee you will be getting the spirits you want.

You should always get the spirit you want. Ive never met a DM that was so difficult as to deny you your choice of spirit/suitable location. That would be a total dick move, If your DM does that you need to find a new DM!

But that's not me saying medium is the best. I suggested it as an alternative, but it can certainly pull its weight and pull ahead with many builds.

If you're leaning toward barbarian, think you're going to hit level 4+ and your DM allows it, primalist bloodrager is a straight upgrade to vanilla barbarian.

If going WM fighter, getting 3 levels is good as you can then buy gloves of dueling. One extra level gets you weapon specialisation which is probably worth it, but beyond that multiclass out.

Occultists are nice. Similar to medium it gets good utility and static bonuses to damage. If considering occultist its all about which archetype you pick. Haunt Collector is strong, others have their uses. Picking an archetype that still allows you to get the warrior panoply is preferred, because that's what makes you full BAB.

There scarcely a build i haven't made and tried out at some point... Its hard to advise with such a broad question mind you. You might have noticed you have a lot of choices. If you aren't familiar or your DM has limited experience with the noncore classes its best to stick to something simple though.


I'm usually the DM but not for this game.


magnaangemon01 wrote:
I'm usually the DM but not for this game.

I dont know if you need this but as a quick rundown for classes you say you dont usually / haven't played that may fit what you want:

Bloodrager = Barbarian that makes things explode or otherwise gets a nice toolbelt of limited arcane spells/abilities.

Medium = Choose each day to be a "fighter", "bard", "divine bard", or "rogue". Its an oversimplification but that's the jist.

Occultist = Best comparison is a martial bard, only you learn spells one school at a time and have amazing tricks called focus powers.

Cavalier = Nondivine paladin with fluff for any theme.

Hunter = Ranger and druid had a lovechild that focuses more on his companion than anything else. Only recommended for how good it is early game.

Inquisitor = paladin and bard had a lovechild this time. More bard than anything in my opinion. Takes a while to get going in my experience.

Vigilante = Anything depending on archetype, usually leans toward being a fighter or rogue type, but archetypes can change that dramatically. Sometimes hard to fit into the setting.

Slayer = Made for rogues that want martial weapons, higher hit chance and slightly more toughness, good as a str based 2h weapon user too. Usually considered better than vanilla rogue.

Warpriest = fighter/cleric, swift buffing yourself keeps you surprisingly competitive with martials. Arsenal Chaplain is strong, you even get weapon training from it.

All of these compete pretty closely with eachother and can be built in the same way with pretty much the same feats for a 2h build.


Slayer and Warpriest are two classes I've been wanting to try.

Silver Crusade

Warpriest feels more like a paladin/magus than a fighter or a cleric. I've never really played one, but I've seen some in action. Its a good fighter substitute. Issue is you have to decide if you want support spells or buff spells. You don't really have enough slots until around level 7 minimum to even consider mixing the two.

I personally find the slayer class distasteful and flavorless. But, thats just me.


Any hint on big themes for the campaign? E.g., if it’s heavy undead, Ranger is easily the best class.


I'm usually all about being a big beatstick. And the more creatures that I can kill, the better. Why I usually always run Cleave and Great Cleave.

Lelomenia wrote:
Any hint on big themes for the campaign?

No clue, honestly.


Warpriest is great. At low levels you resemble a cleric significantly more than a fighter, but as I mentioned earlier the difference is minimal until level 4 or so and unlike some of the other suggestions you do start getting bonus feats immediately.

The only difference in how to build one compared to the standard classes is that you should avoid getting any more feats that use swift or immediate actions.

Warpriests have more uses for swift actions than any other class hands down. Fervor, swift casting, quickened blessings, sacred weapon and sacred armor are all swift actions. You'll need to make decisions each round about how you're going to spend the swift action and manage ability usage wisely. Chances are that once you have all your abilities there will almost never be a turn you dont use a swift action and its always tough to decide which buffs to prioritize first.

At higher levels when clerics start getting their higher level slots you may feel a bit left behind when it comes to casting, especially if quicken rods are available because then you dont have as much advantage over them. But casters scaling better than martials is a fact in pathfinder 1e so that shouldn't be surprising.

Silver Crusade

9th level casters don't scale better -in combat-, particularly. Sure, clerics can be combat beasts, if they get the 4-6 rounds they want to buff up. And then they can only do that 1-2, maybe 3 times a day, as the rest of their spells are likely devoted to support stuff.

If your group ever gets into a tougher combat without prep time, warpriest will put the cleric to shame.

-more feats for combat stuff
-Can buff thrice the speed of a cleric (swift/standard round 1, swift second round)
-reach weapon (glaive) for AoOs,
- swift self healing that does not require a feat to NOT heal the enemy.
- Free Greater magic weapon and Magic vestment (at reduced duration)
- saves money on that greater quicken rod

When it comes to combat, clerics lose out most of the time. Outside combat, cleric's likely are better.


I've heard Warpriests could be beast with hammers and divine damage die.


This is a level 20 Lizardfolk Fighter I created a year or two ago. Hopefully, it's still viable:

HP: 163

Strength: 24 +7
Dexterity: 17 +3
Constitution: 18 +4
Intelligence: 10 +0
Wisdom: 15 +2
Charisma: 13 +1

Butchering Axe:
28/23/18/13 (28,18,13,8 with Power Attack)
3d6(12d6 with Greater Vital Strike)+13(+28 power attack)(+6 on Vital Strikes)20/x3

Scale Mail:
AC: 23 (+5 Armor, +3 Max Dex, +1 Natural Armor, +4 Dodge Bonus)(22 while Great Cleaving)
Flat Footed: 20
Touch: 13

Bravery: +4

Saves:
Fort: 14
Ref: 11
Will: 11

Exotic Weapon Proficiency- Level 1
Power Attack- Level 1
Furious Focus- Level 2
Combat Expertise- Level 3
Cleave- Level 4
Combat Reflexes- Level 5
Vital Strike- Level 6
Cornugon Smash- Level 7
Lunge- Level 8
Advanced Weapon Training: Warrior's Spirit- Level 9
Advanced Weapon Training Feat: Fighter's Reflexes- Level 10
Improved Vital Strike- Level 11
Devastating Strike- Level 12
Advanced Weapon Training: Armed Bravery- Level 13
Great Cleave- Level 14
Weapon Trick: Cleaving Smash- Level 15
Greater Vital Strike- Level 16
Weapon Focus- Level 17
Penetrating Strike- Level 18
Greater Penetrating Strike- Level 19
Greater Weapon Focus- Level 20

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